using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.AI;

public class Roll : StateMachineBehaviour
{
    //OnStateEnter is called when a transition starts and the state machine starts to evaluate this state
    override public void OnStateEnter(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
        //animator.GetComponent<NavMeshAgent>().speed = 10;
        animator.gameObject.GetComponent<PlayerController>().Rolling = true;
    }
    //
    // // OnStateUpdate is called on each Update frame between OnStateEnter and OnStateExit callbacks
    // override public void OnStateUpdate(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    // {
    //     
    // }
    //
    //
    //    animator.GetComponent<NavMeshAgent>().isStopped = false;
    //}// OnStateExit is called when a transition ends and the state machine finishes evaluating this state
    override public void OnStateExit(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    {
       //animator.GetComponent<NavMeshAgent>().speed = 5;
        animator.gameObject.GetComponent<PlayerController>().Rolling = false;
    }

    // OnStateMove is called right after Animator.OnAnimatorMove()
    //override public void OnStateMove(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //    // Implement code that processes and affects root motion
    //}

    // OnStateIK is called right after Animator.OnAnimatorIK()
    //override public void OnStateIK(Animator animator, AnimatorStateInfo stateInfo, int layerIndex)
    //{
    //    // Implement code that sets up animation IK (inverse kinematics)
    //}
}
